I had the good fortune to get a column published over at Kill Screen. It's a relatively new webzine that is exploring the range of topics for games. I always manage to find a new angle that surprises me there.
The column is about the inherent knowledge gamers develop about systems and how this approach applies out into the real world. A lot of these ideas are in the gamificaiton series, but I tackled some relevant issues instead of getting bogged down into theory.
Here's hoping the gaming generation keeps getting bigger.
Friday, September 30, 2011
Thursday, September 22, 2011
MMO Judiciary - Functions and Solutions
In the United States we are used to a court system
whose focus centers on rule elaboration and enforcing public norms by handing
down rulings. Joanne Scott, in her essay Courts as Catalysts, discusses the
changing role of courts by focusing on their capacity to share information,
fact check, and test the authenticity of government decisions by weighing their
evidence. It’s a new model meant to reflect the role the courts may play in a
steadily de-centralizing government. She inadvertently presents a potential
template for resolving the conflict between Coding Authority and player.
The basic idea in Scott’s paper is that courts can
serve to check the evidence of the governing authority while still fulfilling
important obligations in the community. It’s a kind of PR, a government
institution separate from the authority who handles disputes in the system. The
institution does not have the power to make new rules, only legitimize or
overturn existing ones. Scott’s vision of a system where, “courts become a
source of communicating ideas and experience, without being the source of their
creation, and without being specifically prescriptive in relation to any
particular form” may find its most useful application in virtual space rather
than reality.
The necessity for this kind of system, as noted in
the previous essay, crops up when you have the strange type of tyranny that’s
possible in an MMO. All laws are automatically enforced, traditional methods of
feedback are cut-off and players are often forced to quit. It’s unlikely any
developer would actually do this on purpose, it’s just inevitably going to
happen in any system of rules. An essay by Leslie Green on the causes of Judicial Decisions
reminds one that rules are indeterminate, not merely in dramatic or marginal
cases, but in most cases, because indeterminacy flows not only from vagueness
but also from pervasive unresolved conflicts among the laws of the system.
There is always an unintended consequence or unexpected application stemming
from the rules of conduct or the code itself.
It’s important to remember that in many cases
transparency just means communicating your reasons for acting clearly. Most
concerns about the language of a judiciary becoming unwieldly aren’t really
necessary. As Peter M. Tiersma notes in his book Parchment, Paper, Pixels, the reason the
modern legal system is so wordy and difficult to understand is because the
language is meant to only have one meaning. In America we practice common law,
meaning each court ruling is binding on all future rulings. To avoid multiple
interpretations of a contract, bill, or law you have to phrase it a manner
that’s very alien to most people.
That’s especially true today where the internet has
enabled rapid communication. People write like they talk now and it’s
understood in the same manner. Unless the judicial system wanted to impose some
kind of common law model, precision in the writing to that degree would be
unnecessary. You just ask the judge for clarification. You can already see an
example of this practice with Xbox Live’s Why Was I Banned? forums. Having a clear
explanation from another person helps give authority and clarity to the rules
of the Xbox Live service. The average person should be able to understand
everything going on but having a model for dealing with people always helps.
The same goes for pleading a complaint: if they can
form a complete sentence then there’s no reason they couldn’t make a complaint.
Lawyers exist because just one part of the legal system takes months or even
years of study to understand. It got this way because the bigger the
population, the more rules you need to protect all those competing interests. An
MMO is not ever going to become large enough that the average player does not
already know everything they need to when crafting a complaint.
At the end of the day, the existence of a judicial
system would ultimately be derived from the Coding Authority, who is in turn
controlled by the Developer, Publisher, and their shareholders. While mounting
arbitration costs and threats from the outside world are a good reason for
creating a means of resolving disputes in-game, perhaps the best reason of all
is simply advertising. In his guide to building a successful MMO Raph Koster explains that the key is
ownership of something in the game. Whether it’s buildings,
characters, or a job the player needs to, “feel a sense of responsibility to
something that cannot be removed
from the game.”
Examples of MMOs violating this sense of ownership are
everywhere. Despite the strong sales of the latest WoW
expansion, players quitting the game by the thousands. The anger at the
expansion varies from being being too short to stripping the game of all complexity for newplayers. One scathing comment explains, “Cataclysm
is the end result of an MMO design by numbers philosophy inspired the wishes of
accountants and avarice of shareholders. This is one picnic basket of childish
quests and facile gameplay expressly designed to appeal to the lowest common
denominator out there.” These complaints have nowhere to go and no one who will
listen to them. And while the expansion might make money in the long term, it’s
also costing them the veteran players who have stuck with the game for years.
The benefits of this will vary depending on the
game, there is no one model for every MMO. A judicial branch mediates the
conflicts that arise between the hard laws, the social standards and the
general strangeness of humanity. All of these things clash and overlap in
constantly changing ways, creating indeterminacy for the outcome of disputes.
Introducing a third party relieves the Coding Authority from assuming a
totalitarian approach to all conflicts, gives transparency to the process, and
creates a more legitimate avenue for conflict resolution outside of enforcing
the EULA.
MMO Judiciary - The Balance of Power
A model for resolving internal MMO disputes should
be built around the perspective of the player. A player primarily understands
the parts of the game that affect them directly so any breakdown of authority
begins with recognizing those forces. The first and most profound authority in
an MMO is the Coding Authority. John William Nelson in his breakdown of
virtual property writes, “Code affects transaction costs because all
transaction involving virtual resources are regulated by code at some point.
Purely internal transactions clearly rely upon the code regulating trade among
users. Partially external transaction rely in part upon external regulation,
but they all inevitably return to the virtual world and its code-based
regulation to complete the transaction.” All value, all rights, all methods of
exchange boil down to what the designers have permitted in the game. So, from
the perspective of the player, an MMO judiciary begins by putting the Coding
Authority at the top.
What this means in principle is that the rights
given in the game are the only rights you’re entitled to. An example of this
would be Ultima Online’s thief skill. It is possible to
steal things from people by looting their corpse or picking their pocket. When
a player complained about being robbed, the thief was not punished because the
Coding Authority allowed this kind of conduct. A massive Ponzi scheme was
permitted in EVE Online because financial corruption is
a way you can play the game. In this sense the Coding Authority shapes the
culture of a game because it controls how people interact, resulting in an authoritarian
power dynamic.
In an ideal MMO, a judicial system would represent
the bridge between these two forces. The players are given a way to express
their grievances with the absolute power of the Coding Authority that makes
them feel empowered. The power of the Coding Authority is not superseded or
changed, but their relationship with their players becomes a more hospitable
one. It is not the court’s job, when a dispute comes before them, to invent a
new rule saying how it should be resolved. It’s the court’s job to say how the pre-existing
rule should be enforced. The greatest virtue of this branch is their ability to
explain the decisions of the Coding Authority. Andras Jakab explains in his
paper Concept and Function of Principles the criteria
for a legal system as, “(1) the greatest number of legal phenomena can be
explained (2) coherently (3) with the highest possible degree of simplicity and
(4) political and ideological factors can also play a role.”
For example, a bug or design imbalance is up to the
Coding Authority to fix, in our model the Judicial system would not have the
authority to change it. How the court system empowers the user is giving them
the ability to complain about an imbalance and have it declared as one. A
duplication bug is brought to someone’s attention because of a complaint. A
ruling is issued explaining why the bug is unfair and why a person has had
their account wiped. The action was introduced by a user, the results were made
public, and the logic was clearly explained with references to social rules and
the Coding Authority. Actual enforcement powers would not really go beyond what
a GM already possesses. Nor is this any different than the Dev Blogs many games
already operate or Xbox Live’s user forums. What’s
different is the transparency of the action and the empowerment this provides
for players by giving them an official forum to act in.
While one justification for an MMO judiciary is that
the Coding Authority needs an agency to bridge itself with the players, it is
equally important that the players have a means of organized communication. The
frothing rage of the forums is not a viable means of feedback because it’s just
too knee-jerk and unfiltered. Traditionally this is the role an elected
official would play in a system of governance, in this case selecting judges by
popular election. The delays in election keep people from throwing them out on
a whim while the electoral process also filters unqualified participants out. The
issue here would be impartiality. As Raph Koster points out in a basic outline of MMO laws, the
playerbase is rarely ready or willing to police itself. They signed up to play
a fun game, not engage with politics, and they may not be willing to separate
the two.
Various MMOs have experimented with elected
officials with varying results. EVE Online maintains an
elected council to give feedback on the game by airing grievances. The council
is currently mounting a PR war because of the company’s failure to expand the
game in ways the council desires. On some levels a
thing like this can only exist in EVE because it only has
one shard. It is not broken down into multiple spaces consisting of smaller,
easier to govern populations. The council also has an inherent authority problem
because after airing their grievances, the makers of EVE
Online decided to ignore them. A judicial system, then, offers a
means of self-governance that doesn’t necessarily have to put the Coding
Authority in direct conflict with popularly elected officials.
The point of these
two examples is that players are inevitably influenced by their relationship
with the game in ways that does not make them the best choice for being a
judge. The impulse to operate like an elected official influencing Coding
decisions, as in EVE Online, can lead to challenges to the
Coding Authority which they might not be able to resolve peacefully. On the
other hand Judges are susceptible to corruption and influence just like anyone
else. Like most GMs today, a member of the judicial system would be someone
disconnected from the game. That disconnect can be ensured through monitoring, transparency,
and establishing a clear relationship with the Coding Authority.
In this discussion we’ve gone over who has the
authority and how one may go about delegating communication with that authority
in a way that leads to what players perceive as fair resolutions. Such a broad
goal has to be approached by remembering that fairness itself is a social
value, it changes from group to group. Saying someone has a keen sense of
fairness does not necessarily make them a good judge, just that they do what’s
popular. In an essay on judge selection Lawrence B. Solum comments that people
often mistake impartiality with meaning a person does not care or understand a
person’s complaint. He writes, “the impartial judge is not
indifferent to the parties that come before her. Rather, the
virtue of impartiality requires even-handed sympathy for all the parties to a
dispute.”
Link to Part 3
MMO Judiciary - Why Even Create One?
With the growing buzz around Diablo 3’s in-game auction system comes several
tricky questions about how the virtual world and the real world should
interact. Issues like taxation, property rights or possible litigation between
players become legitimate once money enters the system. Each MMO will have
their own unique ways of addressing these problems as they draw the line between
seriousness and play. Maintaining that division means making sure the play
world can resolve its own disputes to the satisfaction of players and
developers.
Let’s start with why our current legal system should
be kept out. For most MMOs you don’t have any property rights and until
recently you could not even sell the items legitimately for money. The game
needs this because anytime the designers need to nerf an item or character it
will lose value on the market. This could very easily cost thousands of people
money. Considering they’re already unhappy because their in-game prowess is
reduced they will be all the more upset that their wallets are being hit.
Expansions and updates are the lifeblood of an MMO and the only way to make
them possible is by keeping ownership of the items strictly in-game. The
developer can’t be concerned with legal liability if it’s going to maintain the
game.
It’s also unlikely our current legal system would be
any help for resolving in-game disputes. Picture the following e-mail going
out:
I have this Elvish Bane Sword in Diablo 3 but
unfortunately my account has been banned. If you just give me the password to
your account, I can get the sword. Of course I would be happy to give you a
small cut of the profits from the sale.
Someone falls for it, gets stripped of their possessions and
wants their cash value back. First, if the person lives in another state or
country you have massive jurisdiction problems for even bringing the lawsuit. A
person outside your own nation does not have to obey your laws or care about a
claim brought against them. Second, if you don’t have any property rights to
the item then you don’t have any grounds for suing them anyways. Even if the
EULA or ToS contains some clause about theft it won’t help you get your money. The
contract is between you and the game company, not the person robbing you. Third,
if the person turns out to be a minor it’s debatable whether they are bound by
the contract anyways.
The thing that keeps all of these issues out of the
game is the EULA. It’s not that the courts don’t recognize the potential for
property rights, it’s that everyone playing them signs a contract agreeing that
they don’t own anything in-game. For the most part this creates an effective
legal barrier that has survived several lawsuits for different games. The
problem is that, as with any click-wrap contract, they contain the litigation
by insisting you resolve your problems with arbitration. This has been an
effective deterrence to litigation because of the expense and the fact that
business wins 96.8% of the time. It takes extraordinary
circumstances for a court to rule that an arbitration agreement is unfair.
While the solution may be effective, it obviously
has a couple of problems even if it keeps working. Presuming that the addition
of real world auctions increases litigation, defending the EULA will cut into the
game’s profits. The EULA isn’t going to protect player versus player property
disputes. Furthermore, EULAs are increasingly viewed negatively by consumers as
companies use them to change their contract terms, fostering
distrust and negative perceptions.
What could potentially threaten a EULA is if the courts decide a person
has been forced into an unfair bargaining position. The hypothetical scenario
would be someone accumulating a large amount of virtual wealth and then being
forced to agree to new terms in a EULA which damages them. They can’t transfer
the money out of the game and they don’t have any kind of recourse inside of
the game either. It’s a question of options given to the player, do they have
an alternative besides signing a contract that hurts them? If they do not, then
the courts may step in and take matters into their own hands.
The majority of MMOs practice a kind of
authoritarian approach to governance. They own everything, they resolve all
disputes on their own, and they decide how to design the game on their own. Input
is evaluated from the players but no real authority is granted to them. Enforcement
occurs either automatically or through GMs. Both of these methods of
enforcement are problematic. Automatic enforcement means the developer is often
acting without proper feedback because there are no immediate costs to their
rules. Nor can players break the rules like they do in real life: invisible walls
and code law are final. It’s arbitrary and often leaves the player feeling
powerless when bold changes come out for the game.
GMs, on the other hand, can be inconsistent. A forum
thread on GMs in World of Warcraft at MMO-Champions gives a pretty common
example of how this gets expressed. One player thinks the community rule about
no swearing should be more heavily enforced, so they constantly report these
players to GMs. Others don’t see it as a big deal while several others didn’t
even know it was against the rules since the game self-censors. A thread on
rpg.net points out that GMs must deal
with everything from code issues, gold farmers to social conflicts and
harassment. Results vary depending on the GM’s background even though they are
all lumped together. Another thread allakhazam complains that they feel
increasingly like a subscriber rather than a customer. There are so many
complaints that GMs can’t attend to them all and the issues go unresolved.
Greg Lastowka in his book Virtual Justice points out that the
biggest problem with GMs is their inconsistency. You can just hassle a
different one until you get the result you want by filing complaints over and
over. This kind of conflict resolution may suffice in the current MMO system,
but as real money enters the system many players are not going to take
arbitrary decisions lightly. As Lastowka explains, “When virtual worlds empower
users with a wide range of creative freedom and encourage them to take economic
ownership in their productions, those worlds are more likely to attract
lawsuits from all directions. Large scale financial stakes and uncertain rules
are a dangerous mixture.”
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